Game Design

(Elliott) #1

Melee Attacks
Human characters have no melee attacks.


Ranged Attacks
Humans will be able to use different weapons, depending on what they are equipped
with in the level. The humans will be able to fire single pistols, shotguns, or machine
guns. These weapons will behave similarly to how they do for the player. Some guards
will have no weapons at all and will thus be unable to attack and will flee when in a com-
bat situation.


Behavior
When killed, human characters will drop their weapons. The player will be able to pick
up these dropped weapons to use them or, if they already have that type of weapon, to
get additional ammunition.
Humans are naturally the enemies of all the monstrous creatures found in the
world, and all the monstrous creatures will attack the humans when given the opportu-
nity. As a result, human characters will fight alongside the player, in some situations
meaning the difference between life and death. If the player attacks a human character,
the human will now consider the player as hostile as well, and as a result will either
retaliate against him (if he’s armed), or will flee from him (see below). Some humans
will be set to be hostile to the player from the onset, such as crazed prisoners or guards
who assume the player (as a prisoner himself) will attack them.
If a human character has no weapon and is in a dangerous situation (where it’s
threatened by either monsters or if the player attacks them) the NPC will flee. Fleeing
will consist of the NPC trying to find a designated “flee” location, which is farthest away
from the threats it is facing. Once the NPC has nowhere else to flee to, it will cower
there. Some “crazed” humans will flee from the player even if he has not actually
attacked them.
Human characters will be able to talk to the player. This will involve them speaking
lines of dialog to the player without the player responding. Humans can be set up to
approach the player and speak to him in certain situations, while other humans will
speak when the player approaches them and presses the Use button. All human charac-
ters who are not hostile to the player will have some response when the player presses
the Use button near them.
In certain situations, humans will lead the player to predetermined locations in the
levels. In other situations, the humans will need the player to lead them out of a danger-
ous situation to somewhere safer. Some humans will be used to help the player out by
opening locked doors, suggesting the solution to a particular puzzle, or by warning the
player of a dangerous creature right around the corner. Some humans may request the
player to help them in other ways, such as bringing another human or object to them or
fixing a certain device (such as a generator). Humans may reward the player by giving
him an object.


Appendix B: Sample Design Document:The Suffering 629

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